Well I still love Pure. Like the first three games, I can see me going back to it over and over again regardless of how good Pulse might be.
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Well I still love Pure. Like the first three games, I can see me going back to it over and over again regardless of how good Pulse might be.
Amen to that and I still play pure.....weeeeell Original WipEout!:paperbag
stevie:D
The magnetic sections in fusion really sucked ..
let's see how they gonna be in pulse. hoping for the best.
They did and they're one of the reasons I really didn't like Fusion but the thinking seems different for Pulse and, as long as they're used really sparingly on just a percentage of the tracks, I don't mind. I just don't know how much the different thinking will impact on the actual gameplay - will it amount to the same thing? I hope not.
And I don't think the team will be taking any steps backwards. Colin posted on it (I think in this thread somewhere) and really showed he knew where people were coming from in the disappointment with Fusion and wasn't out to repeat that.
More than likely they'll turn out to be great fun.
Magnetic "sections" in Fusion? The whole track was a giant magnet. Hence the sticky, downforcey handling.
yeh, that too. What I ment was one second you are on the ground and next Baam! on the roof!! :?
Ah, the flip pads at Katmoda 12.
I mean, Fusion to me had some really...interesting new things they tried and for the most part it turned to wasted potential, because a lot of it doesn't really fit in with the rest of the games.
Loops and ridiculous vertical drops are one thing. Replacing speed classes with upgrade systems and throwing in terrain sections are another thing entirely, almost like an entirely different game. And that's if you don't include the downforcey handling characteristics.
But that's just ranting about a past game, let's move on to Pulse now...
Magnetic sections can be good if you add a decent bit of challenge with it. Like on Moa Therma, that huge, sideways loop looks like a straight line at first. But there is a section on it where two pieces of track meet so closely that the track indents, and thus, the track gets narrower. I would hate to be launched head-first into that peice of track. :blarg
Placement of speed-pads can also add challenge. I remember on XGRA (another futuristic game with magnetic sections) that, on one corkscrew, you had to continually alter positions to get good speed. It was quite difficult.
Thats my word. What do yo think? :)
Another little thing: I saw on Moa Therma a mag-strip that is perfectly level with the ground and undulates. Is this just to keep the ship from jumping around?
Ok guys, I do know I was the one who started this thread, but most of my concerns have already proven unfounded. Feel free to let this rest at any time.
I'm already drooling over Pulse / Pure.
About the only thing I'd wish for now is to get "3...2...1... Go!" back.
Well it's there visually, on the video on IGN. The announcer is still just saying 'Ready, Go' but Egg said the sound is still being worked on so who knows. Maybe you'll get your final wish!
For me "3...2...1... Go!" especially in wo3 and SE is the Most Annoyin, Whining ang Ugly sound Thath could Ever exist!!! http://www.geocities.com/zargz/leenden/mad.gif
Every time i race TT and make a mistake somewhere and have to restart OMFG!!
I think there's not a happier wipEr than me that that's gone!
Not to speak of the times when I was playing and a gf or my mom would scream from the next room:
'Are you playing that awful game Again!!!'
And I hope it'll Never Ever come back!
I can't see how the repetition of 'Ready... Go!' would be all that different.
well, imo ofcourse .. it's not as the "3 2 1 Go!"s (wo3 & SE) eight years old little (spoiled brat :mr-t) girl pitch!
Two nights ago I was playing the CarbonisV challange and you know how hard it is to get the turbostart in wo1
so I had to restart alot and despite of the Much less annoying contdown, coz of the lower male pitch, I did have to take a break..
Another point is (right now I'm looking at the motoGP:g) - in most Real races you have red light(ready) then green light (Go)
This, to me, gives the 'Real' feeling to wipEout that we've been talking about in other threads.
Another thing I liked with Fusion (it has it moments).
Also the announcers voice is not too loud and afaics & hear, there's no sound whatsoever in motoGP and F1 starts, right?
As we're still talking about the starts, I think between Ready and Go there should be a random space of time, let's say 2-4sec.
That way, as in real life, a good start would only depend on the reaction of the racers and not of the timing imposed on you by the game.
At least this could be a feature in the Multiplayer mode! :)
Come to think of it, I do notice that the "GO!" sometimes takes a bit longer in some races (or maybe it's just me, psyched out before a race.) :)
No it's designed like that just to make it a little harder for you to get the turbo start, I think that was the idea, it doesn't work anyhoo :p
I thought the timing of the Go was consistent in Pure. It definitely wasn't in Fusion. No idea about Pulse but I would have thought because they've added a visual countdown, it's unlikely that the timing fluctuates.
just been looking at some screens on ign and pulse is really really colourful, with neon in every screenshot. Not so big on the way it looks. might play good, but i'm hoping not all the tracks look like this.
Personally, I'm fine with the design. I think what SL is trying to do with the design of the world is to emphasize the fact that it is after Pure. It looks more abstract and more artful, and thus, seems even more futuristic.
I'm also fine with the design. Thankfully, they also apparently give you nice little text on the track that tells you where Maglock sections begin and end. So handling...I'll bet it'll be fine.
We've had a lot of USA desert/canyon type tracks like Arridos IV, Anasazi, and Florion Heights.
How about one in the Sahara? (or is that coming in a download pack three weeks after the game's release?)
Yeah, canyons are neat, but is anyone up for a race across the dunes or around the pyramids? ;) I've been to Egypt, and all of it, except for the hawkers, was a pretty neat experience.
What about a circuit in the clouds of one of the gas planets. Jupiter Gran Prix, anyone? ;)
They held the first demonstration of AG craft in the Nevada desert, maybe something there would be cool, they could mention it when describing the track in game...
I'm confident the design and neon styling will be fine if used appropriately, but for tracks in the desert, they would have to look at another way of making it seem like the future.
(How about if there were weather/time effects, in the night there could be neon lights still...?)
I remember one circuit on XGRA that was on Mars. It was mostly isolated and in the desert. It was cool too, when you went to the edge of a giant canyon. You can see a far off city before you plunge straight down into the abyss! Now that's exciting! :beer
XGIII had a similar one, and those tracks were positively mind-blowing.
WipEout should take a cue from those kinds of tracks, I think...
Just hope they don't go to far, like that twisted, upwards hairpin and drop on the Nuclear Reactor circuit. Wild, but not WipEout.
Maybe something like this track in XGIII called Atradaitoshi. It has this vertical drop and the rest of the course is full of good, fun turns but isn't too outrageous. But I will admit, there's a multiple jump section that's a piece of work to navigate.
Yeah, I vividly remember Atradaitoshi. I don't think it would be too hard for FX400 craft - then again, the XGIII tracks are almost 3 times as long as the average WO track - and IMHO, 4 to 5 kilometers-length tracks at the speeds that Pulse has is just too short.
i've always wanted either random, or the option to change the time of day and weather, like when you raced Rapier Class in Wipeout 1 and you raced in the dark, or with that beautiful colourful sky on silverstream.
Also the Extreme G games do have some truly great tracks, i remember that mars one well, it was fun...but i have to agree that they are too long for a wipeout race!
I keep making a big thing about the neon, i just hope that it isn't on ALL the tracks, i like the dark look of Wipeout, and saying all this, the neon effects look really cool (the guys that design this stuff should be proud of how well they can pull this off!) i just want a load of cool dark tracks too!
Just a quick thought regarding neon signs - I think I've heard it said that neon signs are very energy-inefficient. In which case, what would neon signs be doing in the future?? Just wondering.
Well, in the future they could have probably easily surpassed the problem of them being energy inefficient, using knowledge of chemistry/technology that we haven't achieved yet... maybe...
Speaking of technology, did you know that scientists have created a bacteria that oozes petroleum? They're trying to find out how to "farm" them in mass numbers to make fuel. Interesting.... ;)
And then again, who said it's really neon? Could be something like LED or some future-technology that does not use as much energy as neons do :)
And even though it could be energy inefficent: who cares as long as it looks cool? :beer
Definitely not 15 kilometer marathon tracks! But having them all at least 5 would be a start.
Vineta K feels terribly claustrophobic at Phantom speeds.
Why, how long is the average FX300 League track?
Usually around 4.5 KM.
I think of the track length not in km but in sec = time.
For me a lap of 16-18 sec makes no sense at all! http://www.geocities.com/zargz/leenden/gr.gif
I'm the first to agree with many members here that the Design of the original wipEout tracks is the best.
But why is that? Well, I guess a big part of it is that it was the first ever wo I/we played but ..
if you look at the Lap Times on the tables for the two shortest circuits Terramax and KarbonisV
you'll find that the Best Lap Time for both on Rapier(the fastest class) is 36-37 sec!
Not to mention the longest tracks - AltimaVII, ArridosIV and Korodera
the Lap Time, again Rapier, is about a Minute = 60 sec!!
Silverstream and Firestar(Rapier) ~ 45-47sec.
Mind you that we are talking about the top 5 on the woz!
wich will put 'normal' people :D between all from 0:50.0 to 1:15.0
For me, this(the length of a lap) is what gives a sence of a real race.
Lets see some real Best Lap Times:
F1
SBK click on each circuit on the left to see the Best Lap in the middle :)
BTCC click on the track on the right, Best Lap - middle.
couldn't find equivalent for the WTCC nor motoGP :(
Heh! On the SBK page I found a real 6 laps race for the STK600 class.
Some kind of exeption I guess - all the other races for this class are about 10 laps. 8)
Now, imagine in the not so distant future (hope so!) going to an AG race.
You pay Big money, of cource, just to see the Main Feature 6 laps Phantom race.
After all the hustle flying in from another country, getting to your hotel and then to the track
you are full of expectations no doubt about it.
Race starts! After six 18sec laps = 3 min the race is Done.
Now .. go home.
wouldn't that suck??! http://www.geocities.com/zargz/leenden/lol.gif
All that said, I'm not talking about having 20-30min races in wo ..
it would be of cource a nice option to have (once I raced 20% real race in a NASCAR game
took me abot 20-30 min to complete! :D)
but a 3-4 min race (wo3se ArridosIV Rapier Single Race Lap Time ~40sec 6 laps = 4min) yeh! why not? http://www.geocities.com/zargz/leenden/le.gif
I'm sure that if WipEout was a real sport, that a day event would be a series of races in different classes. That could extend the event for about a few hours. Then there is the pre-race show, some freestyle events (for pilots to take a lap and show off), and, of course, a chance for autographs! ;)
Man, that's poetry. Couldn't say why but the part about the freestyle events was... moving.